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#1
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Here's a video showing how to use cheat engine to get rid of the floating grey square in Winback.
https://www.youtube.com/watch?v=uBKeZDwsGGE But I can't follow it. It's too small. There's a link to his CT file and a txt with the value to put. It would be useful to have a cheat for Project64 to remove the grey square. |
#2
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Also, the square bug doesn't happen with Rice's plugins. After 10 years I can't remember whether it was something I did in the settings or if it was just emulated fine within the plugin itself.
__________________
http://theoatmeal.com/comics/cat_vs_internet |
#3
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Thanks for posting this video - I sent you a PM with this question but maybe it can help someone else too:
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#4
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I found something...
811348D4 43A6 811348D6 0000 811348D8 4380 811348DA 0000 It freezes the sky movement but removes the square. But using only either half's lines allows the sky to move albeit in the wrong direction technically. 811348D4 43A6 811348D6 0000 or 811348D8 4380 811348DA 0000 Hopefully this isn't pointer related or different per area. Edit: Changed values for earliest instance of no grey square. Edit2: Check my post below for better version. Last edited by retroben; 24th August 2016 at 02:37 AM. |
#5
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You are my favorite!! Thanks btw! |
#6
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https://www.youtube.com/watch?v=qxEwC8vLSD0
Edit: Turns out the code might be the same exact addresses in RDRAM form. Hard to tell,but the sky appears to be frozen in the video,so I ended up with a better result that makes the sky stay functional. Attempt at making it fully functional by reverting the position,you can see the sky jump whenever it triggers though... D11348D4 447F 811348D4 43A6 D11348D4 447F 811348D6 0000 D11348D8 447F 811348D8 4380 D11348D8 447F 811348DA 0000 or a shorter one... D11348D4 447F 811348D4 43A6 D11348D8 447F 811348D8 4380 Edit: Oops,something I forgot. D01348D4 0041 811348D4 43A6 D01348D8 0041 811348D8 4380 Add this to it for the first instance which will briefly allow it to appear for 1 second to avoid missing the change entirely,as the default value of these addresses in 32bits is 40 00 00 00 on the memory viewer and 4000 goes by very fast. In case anyone gets confused... Latest Version D01348D4 0041 811348D4 43A6 D01348D8 0041 811348D8 4380 D11348D4 447F 811348D4 43A6 D11348D8 447F 811348D8 4380 Last edited by retroben; 24th August 2016 at 02:41 AM. |
#7
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Excellent!
Works perfect added to the RDB. Add this to the Winback entry: Code:
Cheat0=D01348D4 0041,811348D4 43A6,D01348D8 0041,811348D8 4380,D11348D4 447F,811348D4 43A6,D11348D8 447F,811348D8 4380 // Grey Square Fix CheatPlugin0=Jabo's Direct3D8,Glide64 Many thanks! Last edited by Frank74; 24th August 2016 at 04:03 PM. |
#8
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Created a pull request to get it merged into the RDB.
https://github.com/project64/project64/pull/1188 It only took 15 years! P.S. I only tested the first level. Is there a chance this will not work further on in the game? Because used in the RDB, it's enabled from boot, and is allways enabled, should it just use 4000 for the RDB? Last edited by Frank74; 24th August 2016 at 08:02 PM. |
#9
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That would freeze the skybox too though,my latest one works around the issue by allowing the sky to work correctly but has the random jump whenever it hits a certain point.
If anyone can find the precise values to use for checking (D0/D1 lines) and modifying (normal lines),the jump can be removed for perfect skybox animations. |
#10
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I've not noticed but does the water scroll as well?
Edit: Just noticed the jump in the sky. It jumps after about a minute, then again 5-6 seconds later, repeats. Last edited by Frank74; 24th August 2016 at 08:53 PM. |